Shader "Custom/Additive" {
	Properties{
		_MainTex("Particle Texture", 2D) = "white" {}
	}
		SubShader{
		Tags{ "QUEUE" = "Transparent" "IGNOREPROJECTOR" = "true" "RenderType" = "Transparent" }
		Pass{
		Tags{ "QUEUE" = "Transparent" "IGNOREPROJECTOR" = "true" "RenderType" = "Transparent" }
		ZWrite Off
		Cull Off
		Fog{
		Color(0,0,0,0)
	}
		Blend SrcAlpha One
		Program "vp" {
		SubProgram "gles " {
			"!!GLES


#ifdef VERTEX

				attribute vec4 _glesVertex;
			attribute vec4 _glesColor;
			attribute vec4 _glesMultiTexCoord0;
			uniform highp mat4 glstate_matrix_mvp;
			uniform highp vec4 _MainTex_ST;
			varying highp vec4 xlv_COLOR;
			varying highp vec2 xlv_TEXCOORD0;
			void main()
			{
				gl_Position = (glstate_matrix_mvp * _glesVertex);
				xlv_COLOR = _glesColor;
				xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
			}



#endif
#ifdef FRAGMENT

			uniform sampler2D _MainTex;
			varying highp vec4 xlv_COLOR;
			varying highp vec2 xlv_TEXCOORD0;
			void main()
			{
				mediump vec4 main_color_1;
				lowp vec4 tmpvar_2;
				tmpvar_2 = texture2D (_MainTex, xlv_TEXCOORD0);
				highp vec4 tmpvar_3;
				tmpvar_3 = (tmpvar_2 * xlv_COLOR);
				main_color_1 = tmpvar_3;
				gl_FragData[0] = main_color_1;
			}



#endif"
		}
		SubProgram "gles3 " {
			"!!GLES3#version 300 es


#ifdef VERTEX


				in vec4 _glesVertex;
			in vec4 _glesColor;
			in vec4 _glesMultiTexCoord0;
			uniform highp mat4 glstate_matrix_mvp;
			uniform highp vec4 _MainTex_ST;
			out highp vec4 xlv_COLOR;
			out highp vec2 xlv_TEXCOORD0;
			void main()
			{
				gl_Position = (glstate_matrix_mvp * _glesVertex);
				xlv_COLOR = _glesColor;
				xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
			}



#endif
#ifdef FRAGMENT


			layout(location = 0) out mediump vec4 _glesFragData[4];
			uniform sampler2D _MainTex;
			in highp vec4 xlv_COLOR;
			in highp vec2 xlv_TEXCOORD0;
			void main()
			{
				mediump vec4 main_color_1;
				lowp vec4 tmpvar_2;
				tmpvar_2 = texture (_MainTex, xlv_TEXCOORD0);
				highp vec4 tmpvar_3;
				tmpvar_3 = (tmpvar_2 * xlv_COLOR);
				main_color_1 = tmpvar_3;
				_glesFragData[0] = main_color_1;
			}



#endif"
		}
	}
	Program "fp" {
		SubProgram "gles " {
			"!!GLES"
		}
		SubProgram "gles3 " {
			"!!GLES3"
		}
	}
	}
	}
}